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What is a Game?
A problem-solving activity, approached with a playful attitude
Characteristics of Games
Entered willfully
Have goals
Have conflicts
Can be won and lost
Have challenge
Are interactive
Are closed, formal system
Engage players
Four Basic Elements of a Game
Mechanics (a.k.a. core mechanics):
Procedures and rules of a game
Describe the goals, how players can and cannot try to achieve them, and what happens when they try
Story
Sequence of events that unfolds in a game
Linear and pre-scripted, or branching and emergent
Aesthetics
How a game looks, sounds, smells, tastes, and feels
Has most direct impact on game experience
Technology
Any materials and interactions that make a game possible, such as paper and pencil, plastic chits, or computers.
The medium in which aesthetics take place
Spectrum of Games
Entertainment
“Edutainment”/Serious Games
Education
Simulations
Game Design Basics: The Design of a Game
The main goal is to engage the player:
Play
Premise
Challenge
Character
Story
Dramatic Elements
Game Design Basics: Working with Formal Elements (pt. 1)
Players
Invitation to Play
Number of Players
Roles of Players
Player Interaction Patterns
Objectives: Define what players are trying to accomplish within the rules of the game
Procedures: Who does what, when, and how?
System Procedures: physical vs. digital
Game Design Basics: Working with Formal Elements (pt. 2)
Rules: Define game objects and define allowable actions by the players.
Rules Defining Objects and Concepts: avoid complexity
Rules Restricting Action
Rules Determining Effects
Resources
Lives/Units/Health/Currency/Power-ups/Inventory/Special Terrain/Time
Conflict
Obstacles/Opponents/Dilemmas
Outcome
The Role of a Game Designer
Game Designers are Iterative Designers
Test, play, change, and test again
They '“apply rules and systems to something in order to turn it from a toy into a game.” - a Reddit user
The most important skill for a game designer is LISTENING!
What is Immersive Media?
Digital Technology that creates or enhances an environment, either to simulate the physical world or to create something completely new.
*The enemy of immersion is boring. The enemy of immersion is NO FLOW.*
Traditional vs. Immersive Media
Traditional Media: Audience is typically a passive consumer of the content, with no control over the narrative or environment. (TV, Radio, Movies)
Primarily engages with sight and sound
Usually follows a linear narrative
Mainly for entertainment, info, and education in a more conventional way.
Immersive Media: Users can actively participate and influence the experience (VR, AR)
Engages multiple senses; objective is to make a more lifelike experience.
Content and narrative is often nonlinear and users are able to choose their own paths/actions.
Used not only for entertainment, but education, training, and therapy
Different Types of Immersive Media
Virtual Reality (VR): Creates a simulated environment that can be interactive
Augmented Reality (AR): Overlays digital information onto the real world
Mixed Reality (MR): Environments where physical and digital objects co-exist and that users can interact with in real-time
360-Degree Videos
Interactive Media: Anything that is dependent on the user’s input
Extended Reality (XR)
How We Design for Immersive Media
Understand the Audience (i.e. the demographic, psychographic, and behavioral characteristics of a target audience)
Natural and Intuitive Interaction: Interactions that mimic real-world behavior are intuitive and thus, the most user-friendly
Comfort and Ergonomics: Physical comfort and safety, particularly for devices worn for extended periods
Multisensory Engagement and Realism: Immersive Media should utilize visual, auditory, and tactile stimuli to enhance realism.
Accessibility and Inclusivity: Designers must ensure that immersive experiences cater to a broad range of abilities.
Emotional Connection Through Narrative: Use storytelling to create a deeper emotional connection through immersive narrative that allow users to be a part of the story.
Concerns for Narration from Steven Spielberg
“it [virtual reality] gives the viewer a lot of latitude not to take direction from the storytellers, but make their own choices of where to look”
Limitations/Considerations of Narration
Spatial Awareness in AR and MR
Technical and Performance Considerations
Safety and Ethics